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Link: http://codepad.org/YXyghKap    [ raw code | fork ]

C, pasted on Dec 10:
	for (  int i = 0; i < renderData.IndicesData.Size; i+= 9    )	// for each face
	{
		
		for (  int k = 0; k < 9; k += 3 )		// for each vertex
		{
			
			renderData.VerticesDataMarching.push_back (   renderData.VerticesData.at( ((faceElements.at( i+k )-1) * 3 ) ));		//try to get rid of these
			renderData.VerticesDataMarching.push_back (   renderData.VerticesData.at( ((faceElements.at( i+k )-1) * 3 )+1 ));
			renderData.VerticesDataMarching.push_back (   renderData.VerticesData.at( ((faceElements.at( i+k )-1) * 3 )+2 ));

	



			renderData.TextureCoordsDataMarching.push_back (   renderData.TextureCoordsData.at( ((faceElements.at( i+k+1 )-1) * 2 ) ));
			renderData.TextureCoordsDataMarching.push_back (   renderData.TextureCoordsData.at( ((faceElements.at( i+k+1 )-1) * 2 )+1 ));



		}

	}
	for (  int i = 0; i < (renderData.IndicesData.Size/3) ; i++ )
	{
		renderData.indicesMarching.push_back( i );
	}
	
	
	
	put this in at line 19 and	bind the Marching stuff not the originals
	and use renderData.indicesMarching as the pointer


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